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Multi Theft Auto: San Andreas 1.5.7 is released Today we are proud to announce the release of MTA:SA 1.5.7. You will receive an automatic update soon, but if you don't have MTA installed, you can get it from the home page. This is the final release to support Windows XP and Vista — if you still use Windows XP or Vista, upgrade Windows now. We are also looking for a web designer to help us create a new website! Statistics Multi Theft Auto: San Andreas turned 10 years old last week. Happy birthday! This is the 24th 1.x.x release 359 days since our last release 27 new functions 4 new events 117+ bug fixes and changes 540+ commits 30 contributors, of which 7 are new 64+ total contributors Download This release is backwards compatible with the older 1.5.x releases (1.5.6, 1.5.5, all the way to 1.5). However, if you would like to take advantage of all of these useful changes, you will need to go and download the update! Servers: binaries are available. Do not forget to update your default resources. Highlights This release includes many additions, improvements, and fixes: New drawing functions dxDrawPrimitive and dxDrawMaterialPrimitive Improved performance Fix swimming speed on higher FPS Skimmers can now lift off water at high FPS New events onClientWorldSound, onClientPedStep, onClientVehicleWeaponHit Surface property functions like engineSetSurfaceProperties and much more! Read the 1.5.7 release notes for a complete set of changes and more information about the improvements listed above. Watch or star our GitHub repository to keep on top of all the things we're working on. Important future script changes From 1.6 onwards we will be making at least the following changes: callRemote callbacks currently set the error code to nil when there is no error. In 1.6, to be consistent with fetchRemote, the error code reported will be 0. See GitHub #294. Since July 2016 if you provide an invalid string like "randomstring" when a function expects a number, the string will be treated as 0 and raise a script warning. In 1.6 this will be an error. You will still be able to provide strings containing numbers (e.g. "100" and "12.34"), this change only affects invalid strings. See GitHub #1043. When providing a width and height of (0, 0) to createBrowser or guiCreateBrowser you will encounter a script error instead of a warning. The warning was introduced Feb 2019. See GitHub #1069. Some functions expect only unsigned integers (positive numbers), and since Jan 2016 providing negative numbers would be a warning. This will now be an error. See GitHub #1070. Since Aug 2015, we replaced the custom mtalocal:// URL scheme with http://mta/resourceName/blah.html. This mtalocal:// URL scheme will now be removed. See GitHub #1071. This list is inconclusive and we may introduce more changes later. What's next? Multi Theft Auto depends on community input and contributions. To keep a project like MTA going we need LOTS of people. You can help in the following areas: Designing We are looking for a web designer to help us create a new website. Testing and bug reporting Whenever you encounter a bug or recognise a need for improvement, we can't fix it until you tell us your problem! We're continually working on new features and fixes for MTA, and this always needs testing. Join our Nightly release stream (Settings -> Advanced -> Update build type) and make sure you keep in touch with on Discord and report issues on GitHub. Programming If you know C++ you may be interested in helping improve Multi Theft Auto's client. Working on open-source software may seem scary, but the best way is to try! Read GitHub's open source guide, and then find an itch to scratch, or scratch your own! Documentation Documentation is important, but also time consuming. If you enjoy writing and have some knowledge of English, or you would like to translate the English version to your native language, you’re very welcome to do so. Just head over to our wiki, create an account, and start editing! Support Do you like people? Can you give calm and thought-out responses to users needing help? Then you can spend some time providing support to those who need it. Many answers can be found on our wiki, so make sure to take some time to read it. Then, either join our chat or forums (linked below), or simply help us sort out issues and answer questions on the GitHub repository. Translation Want to translate MTA to your own language? Awesome! Visit us on Pootle. As soon as your translation is approved, it will be pushed to our repository for use in future releases. Donations Keeping the MTA downloads, master server and websites alive costs money! If you want to help us sustain our financial expenses, please donate! Thank you! Thank you to the following community members for their donations this year: Arran, [RUS] Artem Smirnov, Atti, (SAUR)Castillo, CEKfile, .:CiBeR:., Dmi7ry, HACKER99, Malone, Nero, Nicolae Vlad, pentaflops, Platin, -ffs-Sniper, Tapleto-Hos Thank you very much to the following community members for their work towards this release: Addlibs, Arran, CrosRoad95, Dezash, Dutchman101, FileEx, forkerer, Haxardous, lex128, lopezloo, LopSided, Neproify, nonamenoname, ricksterhd123, samr46, StrixG, tederis, TheNormalnij, xerox8521, xLuxy and many others who contributed to our wiki and helped out with issues. (If your name is missing or you want to change your entry above, please let us know on Discord!) You could be on this list! We're always on the lookout for new contributors. Contribute on GitHub, and chat with us on Discord. We have channels for scripting, general support (bugs), mod development, and many more! Finally, please give a ? to our newest contributor @myonlake and our newest addition to the MTA team @botder! Hope you've had a great summer! — MTA Team2 points
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بـــســـم الله الــرحـــمـــن الــرحـــيـــم الــســلام عــلــيــكــم ورحــمــه الله وبــركــآتــه اليــوم معانا مود جديد وحصري مود حماية مطور اعتقد ما يخلي السيرفر يتهكر ابداً وانتظر رد إخواني المبرمجين وفي خصائص جديدة في المود اكتشفوها بنفسكم " رابط التحميل " ❃ ⌠ التحميل هنا ⌡ ❃ إهداء لـ @MR-HERO @!#DesTroyeR_,) @MrKAREEM @Mr.Falcon @NX_CI @Ahmed Ly @Abdo NourEldin @+Source|> والسلام عليكم ورحمه الله وبركاته تحياتي : *Kareem Amer*2 points
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I'm not Designer, just made it (for fun) in fast I can. It's random image as background, can change in any time.2 points
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Made one, just a demo (Imgur), It's made with a web designing software that makes it exportable as a .sketch file that contains CSS & XAML files to be used later.2 points
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If you're having issues with models or are looking for help on how to achieve certain results, feel free to ask in here. Note: Please check the Guide section before asking questions in here. Frequently Asked Questions on GTA modding the FAQ is on 3DS Max, though can be applied for various app's Lighting and Shading #1 Why can't I change the smoothing of my model? Your model contains duplicate vertices - this is a typical issue within GTA importers. They tend to break the vertices/split the edges on import, requiring to be welded. View the spoiler for a potential fix. #2 My map model is overexposed in day and night time. Your model lacks vertex color and illumination respectively. The GTA engine uses vertex color information to define lighting which is baked into the model. View spoiler for a potential fix. #3 Why is my Infernus model so bright? GTA engine calculates brightness of vehicles based on map objects collision brightness (that it's standing on) and the vehicle surface properties. View the spoiler for a potential fix. #4 My striped Bullet has different brightness for primary and secondary colors. GTA engine uses different lighting techniques for vehicles than map objects. Some of which are specular lighting, which in short brings a fake highlight onto the vehicle surface, illuminating it. View spoiler for a potential fix. Modeling #5 Certain polygons are not visible ingame, but looks fine on 3D editor. GTA engine among most other game engines uses backface culling, which kills the faces that are not facing/are blocked by ones facing the camera. This procedure is done to save memory. View the spoiler for a potential fix. #6 Can I make scissor doors for my vehicle without requiring scripts? It is possible to modify how vehicle doors appear in their open phase. It involves changing the rotations of dummies and their children objects, the doors. View the spoiler for a potential method. #7 How does vehicle reflections and chrome work? GTA vehicles uses 2 UV channels; first for diffuse, second for env and chrome mapping. If the secondary UV channel is not unwrapped properly, the env/chrome will either not work or flashes too often. View the spoiler for a potential method. #8 I can see through my vehicle chassis when looking at the police decals, why is that? Materials that are responsible for alpha needs to be last in the multimaterial list. If this is not done, textures like police decals will not render parts of the vehicle behind the alpha. View the spoiler for a potential fix. #9 How do I make a vehicle paintable? GTA SA requires models to have a certain colorcoded material applied to the surface of vehicles that needs to be paintable. It also needs (optionally if using textures) a texture that is not black. As anything that isn't black will be. If parts of the texture is grey, the color ingame will look sort of dirty or old. View the spoiler for a method. Miscellaneous #10 I have imported des_sherrifsgn1.dff into 3ds and extracted the textures into a folder, but they aren't displayed. It is not enough to extract the images, you'll have to tell the program where your textures are stored for it to apply them on the model. View the spoiler for a potential solution. #11 I want to remove Wuzimu's glasses and export it to my game. How do I do this? You're going to need a GTA formats importer. I prefer Kam's vanilla tools for skins due to its decent support for bones and skinned models. View the spoiler for a potential method. #12 What file types are worth to know about? GTA has many, many file types, and a lot of them are not natively available in MTA unless you modify your server's anti-cheat system to allow locally custom data files etcetera. So if we're going with MTA friendly files, there are a few. View the spoiler. #13 Where do I find shared vehicle textures, and what's each their use? You can locate the .txd for shared textures in GTA SA dir\models\generic\vehicle.txd. It stores textures which are used for SA vehicle lights, lighting and many more textures, which are used across hundreds of vehicles. As these textures are found in your local files, none of them are required to be added to custom vehicle .txd files, making for potentially very low file sizes. View the spoiler for a full list. #14 I have downscaled my model, but in-game it remains the same size as before. If your model's scale values says something like 76,144, 76,144, 76,144, it will reset to 100, 100, 100 on export. To correct this, go to Utilities panel, click Reset xForm, Reset selected, then right click the modifier and collapse to. Now your model will have its new scale applied. #15 I have converted a Counterstrike map and turned the main mesh into a collision which is 250kb. I am getting invisible walls, why is that? GTA has a very low polycount limit in regards to collision models. Not to be confused with collision primitive models, which are spheres or boxes, but the CM itself. If it is above or around 5000 (needs additional sources...) polygons, issues will occur, such as invisible walls or as if there's a large box blocking the entire model off. Another culprit for collision issues is the pivot point and position that the collision is exported at. You need to set the collisions to 0, 0, 0 and pivot point needs to resemble that of the main model, otherwise they will not line up properly. #16 My character movement is bugging on custom modeled stairs. GTA III, VC and SA do not have support for advanced staircase collisions, and so they require a different approach, which is a planar ramp or slope if you will. This may not look very good when the character steps on the stairs, however it is the most performance and bug-less method around. **Please feel free to contribute to the FAQ by leaving a comment here or through PM. It will be greatly appreciated.** little note for colors #B8E0B6 #4A4A4A1 point
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I've decided to try creating tutorials to teach scripting from the ground up. I get asked this a lot as a developer at Owl Gaming, and I figured it would be something fun to try! I really believe that what you learn as a Multi Theft Auto developer will help you later in life. Personally I've been scripting MTA servers for the past six or seven years, and have turned that into a career in web development, where I now work at Weebly, one of the website builders you see frequently used by people for their MTA server. So give it a try, and if you get good, come join me as a developer at Owl and let's make something fun together. In episode one, I cover the basics of setting up MTA for scripting your own server, and getting started with your first resources. In episode two I cover at a high level data types, creating your first SQLite database, and improving upon our vehicles resource so we can restart it without deleting all of our created vehicles.1 point
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Hello, As many of you know we are working on a new community website, and we need your help to design it! We are looking for a UI developer who: can design a website in Photoshop, Sketch, or another prototyping tool HTML/CSS experience is a plus, but not necessary would be open to further working with us to design a new homepage and forum design has an eye for good UX and good accessibility From you, we need: a new community website design that is suitable for the modern web not a redesign of the MTA logo Since we are an open source project, we all volunteer our time towards developing and moderating Multi Theft Auto. All of our donations go to server costs, therefore we are unable to pay for a designer. Here's what we can give you: a contributor rank on the forums a spot in the credits We understand that this is a lot of work, so we're primarily interested in working with you continuously over the next several months. How to apply Each submission should include: links to a redesign of a single MTA page of your choosing this can be any webpage on the MTA network (homepage, community, forum, nightly) an image or a sketch is enough (no HTML required!) For bonus points (optional), you can include: a couple sentences explaining your background/interest this can be anything relating to your activity in MTA or stuff you do in your spare time examples / a portfolio of your previous work (links are great!) If you are interested in working with us, please respond to this topic by the end of September with the above info & suitable links. If you have any questions, feel free to respond to this topic or contact us on Discord. After all the designs have been submitted we'll contact the author of the best submission. Incomplete submissions will not be considered. I'm not a web designer, how can I help? At the moment we are NOT currently looking for other contributors. Feel free to give feedback and vote on submissions. Please be considerate when using the quote feature (do not include large images in quotes). Thank you!1 point
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السلامم عليكمم ورحمة الله وبرككاته سويت سكربت فكرته هي فيه مقر حق جيش يتم الانتقال اليه وسرقته طبعا الموضوع يختلف , كيف؟ يعني مثلا فيه فرق بين السرقة.. واحد ما معه رتبة VIP يجي يسرق المقر يوم يدخل المنطقة يظهر للي معه الرتبة انه دخل ويتجمد لمدة من 5 الى 20 ثانية علشان يقدر يدخل او يخرج من المقر وطبعا فيه مميزات للي معه الرتبة وهي: ء - يقدر يراقب المقر لمدة دقيقة عبر كتابة كلمة مراقبة بف8 - يقدر ينتقل بسهولة الى المقر عن طريق فتح لوحة عبر كتابة كلمة open بف8 - يقدر يدخل المقر ويخرج بدون ما يتجمد - يوم ينتقل الى المقر من اللوحة ياخذ سلاح ودم - يقدر يعرف من اللوحة مين دخل المقر ومين خرج وهل انسرق ام لا - يوم يسرق المقر ياخذ مبلغ بين 50,000 و 100,000 بينما الشخص العادي بياخذ بين 5,000 و 10,000 وفيه كمان مميزات يمديك تشوفها بنفسكك بس انا قلت اغير من فكرة سرقة البنك الى منشورة كثير يكون شيء جديد وله مميزات حلووهه ء الصور فيه مشاكل فى رفعها صراحة بس بحاول بعدين اعدل علي المنشور وبحط الصور كلمة فتح اللوحة للي معه الرتبة هي : open كلمة مراقبة المقر للي معه الرتبة هي : مراقبة الرتبة الى تحتاجها بفتح اللوحات وتجربة الخصائص هي : VIP حط السكربت بقروب الادمن علشان يشتغل كويس * رابط التحمييل : إضغط هنا لعيؤون @!#NssoR_) @N3xT @!#DesTroyeR_,) @+Source|> @AcTioN_PRO @Mr.Solo @Kareem Amer @Abdul KariM وكل المنتدي ..1 point
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Eu faria assim: local meuMarcador = createMarker (-2408.83, -600.46, 131.60, "cylinder", 2.0, 0, 0, 255, 255) -- Marker qualquer só pra testar. addEventHandler ("onPlayerCommand", root, function (cmd) -- Ativa essa função quando qualquer um executar qualquer comando. if isElementWithinMarker (source, meuMarcador) then -- Se o jogador estiver no marker 'meuMarcador', então: if (cmd ~= "say") then -- Se ele tentou utilizar qualquer comando que não seja o /say do chat, então: outputChatBox ("Comando bloqueado: /"..cmd, source, 255, 30, 30) cancelEvent () -- Cancela essa função e o comando não é realizado. end end end)1 point
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Se o seu resource cria um mapa novo, sim precisa do .map Os esquemas de .Lua precisa sim.1 point
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Ué. Tabela de veículos é igual tabela de markers. trailers = { createVehicle (...), createVehicle (...), createVehicle (...), }1 point
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Hmm normally you would have to shoot in front of the target and not behind the target. Except when the target his fps is below the standards. The player movement speed is based on fps. So that is why they do not recommend to put the max fps too high for PvP modus. MTA is correcting this by reupdate the position, but that is not enough for the exact position. This issue is hard to solve, even in modern games like battlefield and cod. But there they have serverside bullet detection, that solves partly the issue. DO: exclude players with a too low fps OR reduce the max fps to something most machines can handle. Increased sync works well with good internet, but has the opposite effect for players with bad internet. With other words pick your target group for PvP or find a target group unlike yourself that doesn't mind lag.1 point
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جميل جدا , لو خليت الايدت دي اكس كان افضل شرح قديم مسويه عشان تسوي الايدت بدي اكس بطريقة سهله جدا1 point
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Sorry but i didn't last 60 seconds at last test, at 1000 objects Screenshot comparing old one and new one, running at same time. 1 object: 10 objects: 100 objects: 1000 objects:1 point
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Basta clicar em cima da função que você será redirecionado à respectiva página da Wiki que informa o que faz, como utiliza e etc.1 point
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I Strongly like the current MTA Homepage I Choose to remake community: I ever liked MTA SA and started learning to code Lua last months, Been doing design by a time I know HTML, CSS but i dont have much experience, and JS. , Somehow i never created an portifolio But you can check my YT Channel and its my second time working on a website front end.1 point
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local candidato1 = getElementsByType("candidato1",resourceRoot)[1] local votos1 = getElementData(candidato1,"votos") or 01 point
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Hey! I made a new mtasa community design. I tried to use material design, and Roboto font. Link (imgur)1 point
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انا كنت وعدت نفسي اني ما ارجع لهاد المنتدي مرة ثانية او افتح اللعبة بس جالي اشعار انك سويت لي اهداء شكراً يحب علي الاهداء + مود جميل واصل ❤1 point
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Este ejemplo dibuja cada acl con sus objetos, espero que te sirva: -- -- server -- function get(player) local result = {}; for i, acl in pairs(aclGroupList()) do result[i] = {name = aclGroupGetName(acl), objects = {}}; for object, name in pairs(aclGroupListObjects(acl)) do table.insert(result[i].objects, name); end end triggerClientEvent(player, "receive", resourceRoot, result); end addEvent("get", true); addEventHandler("get", resourceRoot, get); -- -- client -- local data = nil; function start() triggerServerEvent("get", resourceRoot, localPlayer); end addEventHandler("onClientResourceStart", resourceRoot, start); function receive(acls) data = acls; end addEvent("receive", true); addEventHandler("receive", resourceRoot, receive); function render() if not data then return; end local offset_y = 0; for i, value in pairs(data) do dxDrawText(value.name, 200, offset_y); offset_y = offset_y + 20; for i, object in pairs(value.objects) do dxDrawText(object, 220, offset_y); offset_y = offset_y + 20; end end end addEventHandler("onClientRender", root, render);1 point
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If you do something truly unique then yes. My project for example has hundreds of people waiting for it if I ever finish it. Alot of things that people think are unique really are not and are mostly the same bull :~ that you come to expect everywhere.1 point
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Introduction Particles and lights are found many places in the game. Cars has corona lights for their tail, brake and headlights, exhaust fumes and tire smoke. These are effects and can help boost the atmosphere. Adding these effects can be done with ease, however, those who wish to use specific tools may have to incorporate more tools to transfer the data between files. This guide aims to introduce GTA modders to 2d billboard effects (lights, splashes) and particles through use of 3ds Max and relevant tools. To get started, user must obtain a selection of programs and 3D scripts available from this topic: Kam's 2018 scripts, The Hero's RW importer/exporter (optional if using for object export; harder), Dexx's 2dfx export script, RWanalyze and tools for setting up texture files. Table of Contents Working with lights using Kam's 2018 script Working with lights and particles using RW script (and Kam's 2018 for data exporting) Common uses of 2dfx Working with lights using Kam's 2018 script The upgraded Kam's script has an in-built 2dfx tool for quickly adding lights to models. Below is presented a step-step guide on adding a blinking light to a cone ID 1238. Import trafficcone.dff from gta3.img using the Kam's 2018 script importer. Navigate to Create Panel > Lights > Standard > Omni Light. Spawn one at the top of the cone. Link the Omni to the model, so it is a child of the model. As seen on the image below, expand '2DFX' on the script GUI. With the Omni selected, click 'Get'. Now the light parameters can be set to the user's likings. Below is a detailed explanation of config. Once done, select model and the child light and click Export to DFF. Time to test! The following config and export settings are ideal but may be adjusted to individual user's preferences: Each setting explained: Presets: presets for easy setup of lights Set to selected lights: needs be clicked each time changes has been made to a light. Get: copies the selected light's information, allowing one to paste that onto other lights. Color: the color of the light. Corona size: the size of the physical corona light. Draw distance: distance in which the light can be seen from (in SA units). Light range: distance in which the light illuminates peds and vehicles. Corona name: light texture e.g traffic light, blood splatter, corona star. Show mode: enable for flashing and other effects. Reflection: gives the effect of the sun shining into a lens when looking at the light source. Shadow size: the size of the round transparent shadow. Shadow distance: the distance in which the shadow can be seen (e.g if object is 100 meters above surface, the shadow can be seen if set to 105 units) Shadow multiplier: intensity of the shadow. Shadow name: defines which texture is used for the shadow. Flags: defines light properties. Working with lights and particles using RW script (and Kam's 2018 for data exporting) Lights method The steps presented in Kams method needs be followed with export included. On 3ds Max with the RW version of the model (with Omni Light) ready, export the model with its child Omni Light using RW script. The RW version does not need any specific light data, it just needs a regular Omni Light as placeholder. The reason for having Kam's DFF version available is that it contains data that can be extracted from the Kam's file and imported into the RW file. With Kam's DFF and RW DFF in a folder, open RWanalyze. Open the Kam's DFF and spot the section named "2dfx [xxx bytes @ xxxxx] - [0x253F2F8]". To proceed, right click the highlighted section > Export Section Data (ctrl + e) > select project folder and name as 'cone'. Now, open the RW version and find the same section located approximately in same order in the hierarchy containing a Bin Mesh PLG. To proceed, right click the highlighted section > Add section > [0x253F2F8] 2dfx > Right click the new section > Import section data > Find and select 'cone' > save file. Particles method For adding particles to the model, Dexx's 2dfx tool is introduced to the user. This method is not tool specific and works with both KAM and RW exporters. In this case RW exporter is used. With the RW model in 3ds Max, go to Create Tab > Helpers > Dummy > create one at the top of the cone. Link it to the model so that it's the child of the model. Start Dexx tool. Click 'Add Particle Info (Dummy)'. Expand 'Setup / Edit Particles'. In 'Particle System' select 'Fire'. Click 'Apply to Dummy(s)'. Expand 'Export Effect Info'. Click 'Export Info' with only the dummy selected, not the model. Export to project folder and name file as 'fire'. Export the model with the dummy included. Now with RWanalyze, open the DFF that was exported and find the following section. To proceed, right click the highlighted section, click 'Add section' and find [0x253F2F8] 2dfx. Right click the newly generated section and click 'Import section data'. Find the file 'fire' and on RWanalyze click save. The model now contains a fire from the top of the cone. Common uses of 2dfx In GTA SA, lights and particles can be integrated into models regardless if they're world objects or vehicles. Thus it opens up a whole level and opportunities for modelers to improve visuals of their models. A few uses are compiled below. Street lamps Fireplaces Cars Sirens Fire simulations Structure lighting Aircraft blinking lights Traffic lights Fountains Cement mixers Farming utilities The possibilities are endless, although the rendering limits of corona images is 32. This explains why the Pyramid in Las Venturas has 8 lights on each 4 corners.1 point
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Now i know that is possible to do this without any script, just take the car-mods that i want to put the pop-up the headlamps and edit on zmodeler, the option boot_ok to open lights in place of the hood, but i still dont know how do this lol1 point
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